Advance Skill: Recovery Guard - Doubles your Defense and restores life for successful blocks. Works against the Berserk Advance as well.
Basic Stats
Weapon
Attack
Damage
Defense
Life
Musou
Speed
Jump
Base Siege
Glaive
47(3)
38(1)
40(5)
180(2)
140(6)
120
130
1.3
Upgrade Stats
Level
Name
Attack
Damage
Defense
Life
Musou
3
1
5
2
6
1
Glaive
+24
+16
+31
+26
+31
2
Heavy Glaive
+27
+19
+34
+29
+34
3
Great Glaive
+30
+22
+37
+32
+37
4
Tiger Hook
+33
+25
+40
+35
+40
5
White Tiger
+36
+28
+43
+38
+43
6
True White Tiger
+39
+31
+46
+41
+46
Note: The above values are averages. Level 1-6 weapons found in battle may vary in upgrade stats by +/- 1. (The numbers under the stat columns indicate the upgrade slots).
Pictures
(Heavy) Glaive
Great Glaive
Tiger Hook
(True) White Tiger
Weapon Info
Glaive
A fine pike symbolizing fortitude and vigor, it allows for steady attacks.
Heavy Glaive
With a fine blade and materials, it is designed for easy handling.
Great Glaive
This pike has added weight for more power. It requires strong arms to handle.
Tiger Hook
Fashioned after the strong snout of the tiger, it seems powerful enough to rip its prey apart.
White Tiger
This ultimate pike, suited for a legendary general, is named "White Tiger" after one the beasts of the Four Sacred Beasts.
True White Tiger
A supreme pike useful in diverse combat situations, it has a long attack range, and it packs quite a punch.
Emblems
Thrust
Toss out a Red orb from your hand. Lu Mengs original C1.
Stagger
Stun
Knock back
Launch
Rotation Lock
Element
Super Armor
Collapse/Burn Out/Knockdown
C1
Fire
Pierce
Swing the Glaive behind you then throw a red electric pillar forward.
Stagger
Stun
Knock back
Launch
Rotation Lock
Element
Super Armor
Collapse/Burn Out/Knockdown
O (Pillar)
O (Swing)
Crescent
Low sweep to the right followed by a short push forward.
Stagger
Stun
Knock back
Launch
Rotation Lock
Element
Super Armor
Collapse/Burn Out/Knockdown
O (Push, Strong)
O (Sweep)
C6 (Push)
C1 (Push) C6 (Both hits)
Moon
Jam Glaive into the ground then pull up causing an explosive AoE.
Stagger
Stun
Knock back
Launch
Rotation Lock
Element
Super Armor
Collapse/Burn Out/Knockdown
O
C6
Fan
Slam the hook part of the Glaive on the ground in front.
Stagger
Stun
Knock back
Launch
Rotation Lock
Element
Super Armor
Collapse/Burn Out/Knockdown
O
Knockdown
Eclipse
Raise hand for a large red AoE to appear around you.
Stagger
Stun
Knock back
Launch
Rotation Lock
Element
Super Armor
Collapse/Burn Out/Knockdown
O
O
Moveset
Charge 2
Upward swing.
Stagger
Stun
Knock back
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
O
Charge 3
Downward swings with the butt of the Glaive. Ends with an upward swing to the right.
Stagger
Stun
Knock back
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
O (Last hit)
O (Last hit)
Charge 4
Circular spin in place with the Glaive.
Stagger
Stun
Knock back
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
O
O
Charge 5
Jam the Glaive in front creating an AoE.
Stagger
Stun
Knock back
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
O
O
Dash Attack
Slide forward with the Glaive held in front.
Stagger
Stun
Knock back
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
O
Jump Normal
Circular swing to the left.
Stagger
Stun
Knock back
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
O
Jump Charge
Jam the Glaive into the ground.
Stagger
Stun
Knock back
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
O
Evolution
N3>N4>N5>N6
Stagger
Stun
Knock back
Launch
Element
Super Armor
Collapse/Burn Out/Knockdown
O (N6)
O (N5)
O
Note:
Stagger - Enemy weapon gets pushed up and they lean backwards. Hitting them before they can fully recover will cause them to be juggled.
Stun - Enemy is dazed with stars over their head and unable to move. Any attack while in this state will cause them to be juggled.
Knock back - Sends the enemy backwards away from you. Usually ending a combo.
Launch - Knocks the enemy up in the air setting them up for a juggle.
Rotation Lock - Inability to turn your character during the animation.
Element - If weapon is imbued with an orb or element, the element can be activated on this attack. "O" indicates the attack has this effect on the enemy.
Super Armor - Super Armor status. Cannot be flinched by normal attacks while performing this.
Collapse/Burn Out/Knockdown - An attack may have one of these 3 effects. Collapse = fall to the ground similar to dying, can continuously combo with another attack with this effect, can be done in almost any state except juggle. Burn Out = causes the enemy to crumple to the ground while on fire, next hit causes a juggle. Knockdown = enemy is swept off of their feet instantly falling straight down.
Charge 1 and Charge 6 depend on the Emblem
Charge 3 gets longer with Combo upgrades. Can end Charge 3 prematurely if you don't continue to press Charge Attack.
Siege Damage
This section is for the number of attacks will land on structures and juggernauts when used on them.
Attack
Structure
Juggernaut
Thrust
0
1
Pierce
1
2
Crescent
1
2
Moon
0
1
Fan
0
1
Eclipse
0
1
Charge 2
1
Charge 3
3/5/7
Charge 4
1
Charge 5
0
1
Dash Attack
1
Jump Normal
1
Jump Charge
0
1
Evolution
4
Unrivaled Generals Moveset
This section is to list any differences in moveset if you are using a Spirit of the general or the chance you become the general from a Musou Soul during Survival Match.
Differences from normal moveset Charge 6 does a hopping frontal swing to the right.
Emblems to mimic Generals moveset E1: Thrust
Musou
Type
Mobility
Juggles
Finisher does
Description
Musou
Good
No
Juggle, Knockback
Frontal swings with the butt end of the Glaive, ends with a stab forward then a swing from the butt of the Glaive.
True Musou
Knockback
Ends with a stomp producing a large red AoE around you.
Note: True Musou will deal fire damage in addition to having the same animation as the normal Musou, the finisher however is different.
Musou Length
Musou Stat
140-???
???-???
???-???
???-???
???-???
???-???
Number of Hits
10/9
??/??
??/??
??/??
??/??
??/??
This table lists the musou stat and how much musou is needed to increase the number of hits in your musou. (Assuming you use the full bar when you musou.) Do note that the musou stat values here may not necessarily be the lowest threshold needed on the musou stat to increase the number of musou hits. It's just a guaranteed stat that has been tested.
What do these values mean? They determine how much damage you do per swing. Refer to the Battle Mechanics page for more details.
The N in the values represents each hit in multi-hit attacks such as jump charges, C3s, and Musous. The final number is the finisher of the combo.
E8 always causes the enemy to be juggled often causing the E9 hit to do 50% damage. The value that is written in the table is the estimated value that E9 would cause if the enemy was not being juggled
Temper Builds
Capture/Showdown/Destroy
Build
Tempers
Mods
Emblem 1
Emblem 6
Capture
Showdown
Destroy
Suggested Element
Description
42330
25
Your choice + 1 in Max Temper
Moon
Fan or Eclipse
O
O
O
Any except Vorpal
Standard Capture build.
Defeat
Build
Tempers
Mods
Emblem 1
Emblem 6
Suggested Element
Description
40000
10
2 in Attack Upgrade, 1 in Base Speed
Thrust
Any
Fire
Fire based KO Build, 4 free slots for Max Speed boosts.
1 in Attack Upgrade, 1 in Life Upgrade + 1 in Max Temper.
Moon
Eclipse
O
O
Any except Vorpal
All round build.
Note: Builds listed here are the number of stars you should put in each stat. The order goes: Attack, Damage, Defense, Life, Musou. So a build of "43320" means to put: 4 stars in Attack, 3 stars in Damage, 3 stars in Defense, 2 stars in Life, and 0 stars in Musou. For paired up modes a circle denotes which mode the build is specified for.